Dancing Hoskuld
Deity
New game snail, noble and it is taking 15 turns to study a tech and 20 turns to build a building. Something has changed as it used to be about 5 turns for a tech and 7-10 for a building.
It should be getting very little xp for retreating (as in next to none) when it has such a chance of retreat. I believe I've fixed that since then and it was a problem with Dynamic XP. If it's still giving this much then I may have inversed the calculation so that easier retreats actually give more and it could be revealing of that.This is the result of that aberration I mentioned before where a unit, (the rogue) attacks at 0% chance of winning but 100% chance of retreating. It gets 9 xp for that. Even though I did not exploit it by continually attacking at those odds, it does add up. Also the destruction of roads in neutral territory gives xp, I mentioned that problem too. Neither one has taken all the terrain promos yet so those should still be available to them but are not.
Dogs do seem to be a weak point currently. There's a major strategic problem with the AI in that it tends to not have enough of the unit roles recognized and since some role needs overlap significantly it tends to be one 'best' unit is found to fulfill that role when there are numerous sub-roles within that role.What stands out to me on both screen shots is a Profound lack of AI defense against and elimination of these 2 units. No AI in any of my games would ever be allowed to get a Rogue or similar unit that heavily promoted.
The AI must Not be programmed to use Dogs and the Visibility Promo to secure their borders. Nor be weighted to seek out and destroy these type enemy units either.
The AI lacks the ability to counter because the AI sucks. Improving the AI is the solution. I'm looking at most of those promos and 90% of the time 90% of them wouldn't help as most are very situationaly beneficial. Any number of good strategies could eliminate them and really piss off the player that controls them. Super units like these have a way of eventually having their luck run out in the most unusual situations.And units of this type or any unit for that matter, to get that many Promos needs to be capped! This is rather absurdly unbalanced imho.
@T-Brd, now you see a perfect example of why I squawk over Promotions and there being way, way too many of them. Blatant player exploitation with no repercussions, while the AI lacks the ability to counter.
Shouldn't be necessary. I just have to research back to when I did it last. He had given me the instructions on how to expand into new game object classes before and I do have a fair recollection of the process but I'd want to look at the files changed during the SVN revision I made long ago. He set up the first one then had me do the rest back then. So the challenge will be sorting through all the SVN revisions til I find the one where I did that.I think it would better then if you PM AIAndy and get advise from him on this since he is the person that set that stuff up.
New game snail, noble and it is taking 15 turns to study a tech and 20 turns to build a building. Something has changed as it used to be about 5 turns for a tech and 7-10 for a building.
This promotion problem is V34 no SVN so if it is fixed, that will be good for the next release.
Are bee bombs supposed to do anything? Right now they do not give ANY benefit at all, just cost to build.
My units have stopped getting promotions. Look at the 2 Rogues, both ready for promotions but not able to give any.
V34 no SVN
@ TB
I added in the World Info with the GOM_options but now its crashing??
I have noticed that some animals that attack me and get killed are being resurrected! Perhaps the message is the clue![]()
Yeah went i get to an enemy city area (sometimes) i get 4-6 units that are now mine, just popped up?, also when i conquer a city i get 2 units also?? And i can NOT playing with Size matters or Combat Mod.
I have noticed that some animals that attack me and get killed are being resurrected! Perhaps the message is the clue![]()
I have noticed that some animals that attack me and get killed are being resurrected! Perhaps the message is the clue![]()
Yeah went i get to an enemy city area (sometimes) i get 4-6 units that are now mine, just popped up?, also when i conquer a city i get 2 units also?? And i can NOT playing with Size matters or Combat Mod.
So you're saying those units are just showing up for you after you defeat a city? I'm not sure what mechanism could be at work there at all. This isn't what I feared at least. Some of those could be a type of 'capture' like the Lord for example. But the others? I dunno... I'd probably have to see the save just before you capture the city with instructions on replicating to have a clue and even then... Perhaps wonders are creating this effect? Python? I don't know of anything in the code itself unless those units have a 'capture' tag set like our siege weapons do.@ TB
pics 1/2 are what you requested for the pop-up units, some in the 2nd pic i already upgrade to Musketmen already.
I've been wondering about this too but looking at it makes me think that perhaps 'plot' crime values are being considered important to get rid of for the AI. That could explain this sort of behavior. Koshling implemented that stuff a long time ago and all I've done to it recently is to get the law enforcement and health care units to take promos that help to fight crime and disease values which does vastly improve their game and cut down a lot on how badly they need such units. But valuing elimination of plot crime would probably still have them overreacting some - though they'd be thorough and once on top of it would find it pretty easy to stay on top of it.Also i am seeing ALOT of guardsmen around citie3s and i mean ALOT!!!pic 3
I've noticed this too and wondered why they have so many running around in the field. I've no idea where these kinds of determinations are being made... perhaps they're enroute to other cities they were built to assist in reducing disease in but I think more likely it has something to do with their AI still overlapping with the Counter AI which is the AI for units like axemen and spearmen and such that the AI builds to COUNTER problems that come up like raiders and such. By killing them, you may well be prompting the AI to think to build more to take out what killed them. It's part of the general mess of the AI's combat strategies that needs to be addressed within the next few cycles (NOT an overnight fix issue unfortunately.)also there are alot of surgeons/apoth units just running around the titles with NO unit attached to them and its just plain easy pickin's for anyone to get them.pic 4
When you raze a city if they had slaves in it you may get some of those slaves some may even become healers if they were settled healer slaves. Should only get the earliest healer units, same for story tellers from the settled entertainer slave. There is also some code for the other settled specialists but I did not like it so did not finish it.
It has some similarities with the flawed Move Great people mod.![]()
Here is a screenshot showing red blobs in place of some of the units (which I am currently unable to build).